Hi there! You are currently browsing as a guest. Why not create an account? Then you get less ads, can thank creators, post feedback, keep a list of your favourites, and more!
Instructor
Original Poster
#1 Old 2nd Jun 2009 at 8:09 PM
Default Correcting the Bounding Mesh in Jointed Objects
Method:

Build new object package as one normally does.

In the left panel, Resource Tree, click on Geometric Data Container (GMDC).
In the right panel, Resource List, click the _gmdc file.
In the lower pane, Generic Rcol Editor, click the Export...button.
Export as type Milkshape 3D ASCII Exporter (*.txt).
In Milkshape, Import as Milkshape 3D ASCII.
Make your modifications as desired.
Save a copy of the mesh as .ms3D
Export using Milkshape 3D ASCII.
In SimPE, GMDC, Import, again using the 3D ASCII format.

At this point, testing the object in game may reveal that the bounding mesh (clickable area) is located only in relation to that of the original object.

In SimPE, open the package.
Extract (not export...extract) the entire GMDC by right clicking on it in the Resource List and using Extract.
Open Milkshape, and import this extracted GMDC using the Sims 2 Unimesh import.

At this point, if you were to go to the joints tab, you will see that your joints no longer have the expected names, but instead read as Joint@00h, Jointa@01h, etc. Ignore this.

Do nothing else to the mesh, instead immediately export it as is, using the Unimesh exporter.

OPen the package in SimPE and replace (not import, just replace) the GMDC by right clicking on it in the Resource list and using Replace.

This will rebuild the clickable area to encompass all of the mesh instead of only one area.

Test in game, and you should now feel very happy with the clickable area of your object.

WARNING! On objects with joints, never ever use or click on the "Add to Bounding Mesh" tool within the groups tab of the Geometric Data container. This is guaranteed to break your object and crash your game while trying to buy/place this object.

This information has been gathered from research done within these forums on comments and information provided by Numenor, Atavera and others pertaining to bounding meshes and jointed objects.

Hopefully it may be of help to others working with custom, jointed objects.

I have not attempted to explain all the technical "why" these things occur as they do, as apparently jointed objects are somewhat picky to understand and work with.
Back to top